495 lines
16 KiB
C#
495 lines
16 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using OpenTK;
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using OpenTK.Graphics.OpenGL;
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using Switch_Toolbox.Library;
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using System.Windows.Forms;
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namespace Switch_Toolbox.Library.Rendering
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{
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public enum STPolygonType : uint
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{
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Point = 0,
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Line = 1,
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LineStrip = 2,
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Triangle = 3
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}
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public enum STIndexFormat : uint
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{
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UnsignedByte = 0,
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UInt16 = 1,
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UInt32 = 2,
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}
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public class STGenericObject : GenericObject
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{
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public override void OnClick(TreeView treeView)
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{
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}
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}
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public abstract class STGenericModel : GenericModel
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{
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public override void OnClick(TreeView treeView)
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{
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}
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}
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public abstract class GenericModel : TreeNode
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{
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public abstract void OnClick(TreeView treeview);
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}
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public class STGenericMaterial : GenericMaterial
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{
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public override void OnClick(TreeView treeView)
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{
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}
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}
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public class STGenericMatTexture
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{
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public int mapMode = 0;
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public int wrapModeS = 1;
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public int wrapModeT = 1;
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public int wrapModeW = 1; //Used for 3D textures
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public int minFilter = 3;
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public int magFilter = 2;
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public int mipDetail = 6;
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public string Name;
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public TextureType Type;
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//An enum for the assumed texture type by sampler
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//Many games have a consistant type of samplers and type. _a0 for diffuse, _n0 for normal, ect
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public enum TextureType
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{
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Unknown = 0,
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Diffuse = 1,
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Normal = 2,
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Specular = 3,
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Emission = 4,
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DiffuseLayer2 = 5,
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TeamColor = 6,
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Transparency = 7,
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Shadow = 8,
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AO = 9,
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Light = 10,
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Roughness = 11,
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Metalness = 12,
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MRA = 13, //Combined pbr texture HAL uses for KSA
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SphereMap = 14,
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SubSurfaceScattering = 15,
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}
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public static readonly Dictionary<int, TextureMinFilter> minfilter = new Dictionary<int, TextureMinFilter>()
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{
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{ 0x00, TextureMinFilter.LinearMipmapLinear},
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{ 0x01, TextureMinFilter.Nearest},
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{ 0x02, TextureMinFilter.Linear},
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{ 0x03, TextureMinFilter.NearestMipmapLinear},
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};
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public static readonly Dictionary<int, TextureMagFilter> magfilter = new Dictionary<int, TextureMagFilter>()
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{
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{ 0x00, TextureMagFilter.Linear},
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{ 0x01, TextureMagFilter.Nearest},
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{ 0x02, TextureMagFilter.Linear}
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};
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public static Dictionary<int, TextureWrapMode> wrapmode = new Dictionary<int, TextureWrapMode>(){
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{ 0x00, TextureWrapMode.Repeat},
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{ 0x01, TextureWrapMode.MirroredRepeat},
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{ 0x02, TextureWrapMode.ClampToEdge},
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{ 0x03, TextureWrapMode.MirroredRepeat},
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};
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}
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public abstract class GenericMaterial : TreeNode
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{
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public abstract void OnClick(TreeView treeview);
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public List<STGenericMatTexture> TextureMaps = new List<STGenericMatTexture>();
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}
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public abstract class GenericObject : TreeNode
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{
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public abstract void OnClick(TreeView treeview);
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public bool HasPos;
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public bool HasNrm;
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public bool HasUv0;
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public bool HasUv1;
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public bool HasUv2;
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public bool HasWeights;
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public bool HasIndices;
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public bool HasBitans;
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public bool HasTans;
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public bool HasVertColors;
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public int MaxSkinInfluenceCount;
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public string ObjectName;
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public int BoneIndex;
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public int MaterialIndex;
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public int VertexBufferIndex;
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public int DisplayLODIndex;
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public int Offset;
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public int GetMaxSkinInfluenceCount()
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{
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return vertices.Max(t => t.boneIds.Count);
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}
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public Vector3 GetOrigin()
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{
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Vector3 pos = Vector3.Zero;
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foreach (Vertex vert in vertices)
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{
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}
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return pos;
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}
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public List<string[]> bones = new List<string[]>();
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public List<float[]> weightsT = new List<float[]>();
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public List<string> boneList = new List<string>();
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public List<Vertex> vertices = new List<Vertex>();
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public List<LOD_Mesh> lodMeshes = new List<LOD_Mesh>();
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public class LOD_Mesh
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{
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public STPolygonType PrimitiveType = STPolygonType.Triangle;
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public STIndexFormat IndexFormat = STIndexFormat.UInt16;
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public uint FirstVertex;
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public List<SubMesh> subMeshes = new List<SubMesh>();
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public class SubMesh
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{
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public uint size;
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public uint offset;
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}
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public void GenerateSubMesh()
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{
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subMeshes.Clear();
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SubMesh subMesh = new SubMesh();
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subMesh.offset = 0;
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subMesh.size = (uint)faces.Count;
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subMeshes.Add(subMesh);
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}
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public int index = 0;
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public int strip = 0x40;
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public int displayFaceSize = 0;
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public List<int> faces = new List<int>();
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public override string ToString()
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{
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return "LOD Mesh " + index;
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}
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public List<int> getDisplayFace()
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{
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if ((strip >> 4) == 4)
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{
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displayFaceSize = faces.Count;
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return faces;
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}
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else
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{
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List<int> f = new List<int>();
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int startDirection = 1;
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int p = 0;
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int f1 = faces[p++];
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int f2 = faces[p++];
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int faceDirection = startDirection;
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int f3;
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do
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{
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f3 = faces[p++];
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if (f3 == 0xFFFF)
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{
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f1 = faces[p++];
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f2 = faces[p++];
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faceDirection = startDirection;
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}
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else
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{
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faceDirection *= -1;
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if ((f1 != f2) && (f2 != f3) && (f3 != f1))
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{
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if (faceDirection > 0)
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{
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f.Add(f3);
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f.Add(f2);
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f.Add(f1);
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}
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else
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{
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f.Add(f2);
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f.Add(f3);
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f.Add(f1);
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}
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}
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f1 = f2;
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f2 = f3;
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}
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} while (p < faces.Count);
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displayFaceSize = f.Count;
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return f;
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}
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}
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}
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public List<int> faces = new List<int>();
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#region Methods
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public void FlipUvsVertical()
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{
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foreach (Vertex v in vertices)
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{
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v.uv0 = new Vector2(v.uv0.X, 1 - v.uv0.Y);
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}
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}
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public void FlipUvsHorizontal()
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{
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foreach (Vertex v in vertices)
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{
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v.uv0 = new Vector2(1 - v.uv0.X, v.uv0.Y);
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}
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}
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public void CalculateTangentBitangent()
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{
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List<int> f = lodMeshes[DisplayLODIndex].getDisplayFace();
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Vector3[] tanArray = new Vector3[vertices.Count];
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Vector3[] bitanArray = new Vector3[vertices.Count];
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CalculateTanBitanArrays(f, tanArray, bitanArray);
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ApplyTanBitanArray(tanArray, bitanArray);
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}
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private void ApplyTanBitanArray(Vector3[] tanArray, Vector3[] bitanArray)
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{
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for (int i = 0; i < vertices.Count; i++)
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{
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Vertex v = vertices[i];
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Vector3 newTan = tanArray[i];
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Vector3 newBitan = bitanArray[i];
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// The tangent and bitangent should be orthogonal to the normal.
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// Bitangents are not calculated with a cross product to prevent flipped shading with mirrored normal maps.
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v.tan = new Vector4(Vector3.Normalize(newTan - v.nrm * Vector3.Dot(v.nrm, newTan)), 1);
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v.bitan = new Vector4(Vector3.Normalize(newBitan - v.nrm * Vector3.Dot(v.nrm, newBitan)), 1);
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v.bitan *= -1;
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}
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}
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private void CalculateTanBitanArrays(List<int> faces, Vector3[] tanArray, Vector3[] bitanArray)
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{
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for (int i = 0; i < lodMeshes[DisplayLODIndex].displayFaceSize; i += 3)
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{
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Vertex v1 = vertices[faces[i]];
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Vertex v2 = vertices[faces[i + 1]];
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Vertex v3 = vertices[faces[i + 2]];
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bool UseUVLayer2 = false;
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float x1 = v2.pos.X - v1.pos.X;
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float x2 = v3.pos.X - v1.pos.X;
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float y1 = v2.pos.Y - v1.pos.Y;
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float y2 = v3.pos.Y - v1.pos.Y;
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float z1 = v2.pos.Z - v1.pos.Z;
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float z2 = v3.pos.Z - v1.pos.Z;
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float s1, s2, t1, t2;
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if (UseUVLayer2)
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{
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s1 = v2.uv1.X - v1.uv1.X;
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s2 = v3.uv1.X - v1.uv1.X;
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t1 = v2.uv1.Y - v1.uv1.Y;
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t2 = v3.uv1.Y - v1.uv1.Y;
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}
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else
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{
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s1 = v2.uv0.X - v1.uv0.X;
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s2 = v3.uv0.X - v1.uv0.X;
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t1 = v2.uv0.Y - v1.uv0.Y;
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t2 = v3.uv0.Y - v1.uv0.Y;
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}
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float div = (s1 * t2 - s2 * t1);
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float r = 1.0f / div;
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// Fix +/- infinity from division by 0.
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if (r == float.PositiveInfinity || r == float.NegativeInfinity)
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r = 1.0f;
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float sX = t2 * x1 - t1 * x2;
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float sY = t2 * y1 - t1 * y2;
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float sZ = t2 * z1 - t1 * z2;
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Vector3 s = new Vector3(sX, sY, sZ) * r;
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float tX = s1 * x2 - s2 * x1;
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float tY = s1 * y2 - s2 * y1;
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float tZ = s1 * z2 - s2 * z1;
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Vector3 t = new Vector3(tX, tY, tZ) * r;
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// Prevents black tangents or bitangents due to having vertices with the same UV coordinates.
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float delta = 0.00075f;
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bool sameU, sameV;
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if (UseUVLayer2)
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{
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sameU = (Math.Abs(v1.uv1.X - v2.uv1.X) < delta) && (Math.Abs(v2.uv1.X - v3.uv1.X) < delta);
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sameV = (Math.Abs(v1.uv1.Y - v2.uv1.Y) < delta) && (Math.Abs(v2.uv1.Y - v3.uv1.Y) < delta);
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}
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else
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{
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sameU = (Math.Abs(v1.uv0.X - v2.uv0.X) < delta) && (Math.Abs(v2.uv0.X - v3.uv0.X) < delta);
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sameV = (Math.Abs(v1.uv0.Y - v2.uv0.Y) < delta) && (Math.Abs(v2.uv0.Y - v3.uv0.Y) < delta);
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}
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if (sameU || sameV)
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{
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// Let's pick some arbitrary tangent vectors.
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s = new Vector3(1, 0, 0);
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t = new Vector3(0, 1, 0);
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}
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// Average tangents and bitangents.
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tanArray[faces[i]] += s;
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tanArray[faces[i + 1]] += s;
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tanArray[faces[i + 2]] += s;
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bitanArray[faces[i]] += t;
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bitanArray[faces[i + 1]] += t;
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bitanArray[faces[i + 2]] += t;
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}
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}
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public void SmoothNormals()
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{
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Vector3[] normals = new Vector3[vertices.Count];
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List<int> f = lodMeshes[DisplayLODIndex].getDisplayFace();
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for (int i = 0; i < lodMeshes[DisplayLODIndex].displayFaceSize; i += 3)
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{
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Vertex v1 = vertices[f[i]];
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Vertex v2 = vertices[f[i + 1]];
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Vertex v3 = vertices[f[i + 2]];
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Vector3 nrm = CalculateNormal(v1, v2, v3);
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normals[f[i + 0]] += nrm;
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normals[f[i + 1]] += nrm;
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normals[f[i + 2]] += nrm;
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}
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for (int i = 0; i < normals.Length; i++)
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vertices[i].nrm = normals[i].Normalized();
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// Compare each vertex with all the remaining vertices. This might skip some.
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for (int i = 0; i < vertices.Count; i++)
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{
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Vertex v = vertices[i];
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for (int j = i + 1; j < vertices.Count; j++)
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{
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Vertex v2 = vertices[j];
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if (v == v2)
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continue;
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float dis = (float)Math.Sqrt(Math.Pow(v.pos.X - v2.pos.X, 2) + Math.Pow(v.pos.Y - v2.pos.Y, 2) + Math.Pow(v.pos.Z - v2.pos.Z, 2));
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if (dis <= 0f) // Extra smooth
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{
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Vector3 nn = ((v2.nrm + v.nrm) / 2).Normalized();
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v.nrm = nn;
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v2.nrm = nn;
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}
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}
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}
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}
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public void CalculateNormals()
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{
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Vector3[] normals = new Vector3[vertices.Count];
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for (int i = 0; i < normals.Length; i++)
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normals[i] = new Vector3(0, 0, 0);
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List<int> f = lodMeshes[DisplayLODIndex].getDisplayFace();
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for (int i = 0; i < lodMeshes[DisplayLODIndex].displayFaceSize; i += 3)
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{
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Vertex v1 = vertices[f[i]];
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Vertex v2 = vertices[f[i + 1]];
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Vertex v3 = vertices[f[i + 2]];
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Vector3 nrm = CalculateNormal(v1, v2, v3);
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normals[f[i + 0]] += nrm * (nrm.Length / 2);
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normals[f[i + 1]] += nrm * (nrm.Length / 2);
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normals[f[i + 2]] += nrm * (nrm.Length / 2);
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}
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for (int i = 0; i < normals.Length; i++)
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vertices[i].nrm = normals[i].Normalized();
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}
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private Vector3 CalculateNormal(Vertex v1, Vertex v2, Vertex v3)
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{
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Vector3 U = v2.pos - v1.pos;
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Vector3 V = v3.pos - v1.pos;
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// Don't normalize here, so surface area can be calculated.
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return Vector3.Cross(U, V);
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}
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public void SetVertexColor(Vector4 intColor)
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{
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// (127, 127, 127, 255) is white.
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foreach (Vertex v in vertices)
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{
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v.col = intColor;
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}
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}
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#endregion
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}
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public class Vertex
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{
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public Vector3 pos = new Vector3(0);
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public Vector3 nrm = new Vector3(0);
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public Vector4 col = new Vector4(1);
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public Vector2 uv0 = new Vector2(0);
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public Vector2 uv1 = new Vector2(0);
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public Vector2 uv2 = new Vector2(0);
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public Vector4 tan = new Vector4(0);
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public Vector4 bitan = new Vector4(0);
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public List<int> boneIds = new List<int>();
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public List<float> boneWeights = new List<float>();
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public List<string> boneNames = new List<string>();
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public List<float> weights = new List<float>();
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public List<Bone> boneList = new List<Bone>();
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public class Bone
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{
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public string Name;
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public int Index;
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public bool HasWeights;
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public List<BoneWeight> weights = new List<BoneWeight>();
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}
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public class BoneWeight
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{
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public float weight;
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}
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//For vertex morphing
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public Vector3 pos1 = new Vector3();
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public Vector3 pos2 = new Vector3();
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}
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}
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